Ok, so after a lot of tutorial watching and such, I figured out a good way to export a flattened UV map of my model into photoshop where I do my texturing. However, when I try to take my map, in .tga format to see how it looks, the texture never renders properly. I've included a shot of my UV editor, material editor, and render window. I'll also link a p3d of my model itself.
Read below fro my general workflow:
1.Model the ship
2.Cut in half so textures will be symmetrical
3. Bake the UVW into a .tga using Render to texture... autoflattening
4. Use photoshop to modify the textures.
5. Save as a .tga again.
In Max Again:
6. Open UV editor
7. Browse for my texture from "Pick Texture..." in the top right roll out menu.
8. Open Material Editor
9. Create a new material
10. Go to "Maps" sections
11. In "Diffuse" add my .tga file.
Eh, not to ruin how much time you spent flattening UV but in FL we don't really use that method, rather we use multiple small and tiling textures and map them on surfaces. Duh...
Also in 3ds max in material editor there is a little checkered cube icon to the right, gotta toggle that one to see texture in viewports. -nvm.